r/tcgdesign

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▲ 10 r/tcgdesign+2 crossposts

A further 50 free cards to add to the Core Set, because I thought the base cards needed more variety to plug into more decks. This allows more synergy with future sets, and most of all packs a LOT more animal cards that the previous Core Set so you can really define your deck identity

They're all available on the official website, alongside the Core Set, right here: https://jakdoyle1994.wixsite.com/animaul/core-set (just scroll down past the Core Set)

You can also find the miniatures (printable standees) for the animals, critters, and even a new trait with a mini.

These are all free to print and play at home. And they will always be free!

On that page you'll also notice some alternate art by our talented painter Christopher Dean. He has painted some great pieces for the game and been instrumental in developing how I even decided to handle alt art cards for AniMaul

u/EdenRose1994 — 13 days ago

I am currently developing a TCG titled Fractal Pulse. I am looking for advice on a core mechanic regarding how players interact during a "chain" or "stack." I want to move away from the complexity of traditional priority systems and try something more "mathematical."

In this game, every card has a VR (Resonance Value) ranging from 1 to 6. This number represents the card's cost, its health, and its "frequency."

The Mechanic (The Fractal Sequence): You can only respond to an opponent's card or action if the card you are playing has a VR LOWER OR EQUAL to the active card on the stack.

The Intent:

  1. Natural Funnel: Chains naturally resolve as the VR requirement drops. If I play a VR 5 card and you respond with a VR 3, the next response must be VR 3 or lower. It prevents infinite loops and keeps the game fast.
  2. Thematic Consistency: High-cost cards are "heavy" and slow, while low-cost cards are "fast" vibrations that can interrupt larger plays.

The Concerns:

  1. Low-Cost Dominance: A VR 1 card becomes almost "uncounterable" because the opponent would need exactly a VR 1 or 0 card to respond. This could make cheap removal spells too oppressive.
  2. Boss Vulnerability: High-VR boss monsters are open to every single response in the game, which might discourage players from using big, expensive finishers.

Seeking Advice:

  • Does this system sound salvageable, or is it a balancing nightmare?
  • Would you prefer a Keyword Lock (only specific [Reaction] cards can be played on the opponent's turn, regardless of VR) or a Toll System (you can respond with a higher VR, but you must pay an extra resource penalty)?
  • How would you try to "break" this logic if you were building a deck against it?

I would love to hear your thoughts on whether this adds strategic depth or just creates a frustrating "meta" of low-cost cards. Thanks!

reddit.com
u/Gunimc — 13 days ago